Throws:
Bit Throw - close ;bk/ ;fd+ ;c
Psycho Throw - close ;bk/ ;fd+ ;d
Psycho Shoot - close in air ;bk/ ;dn/ ;fd+ ;c
Command Moves:
Renkantai - ;fd+ ;b
Phoenix Bomb - ;dn+ ;b in air
Special Moves:
Psycho Ball - ;dn ;db ;bk+ ;a/ ;c
Psycho Shoot - ;bk ;db ;dn ;df ;fd+ ;a/ ;c
Psycho Sword - ;fd ;dn ;df+ ;a/ ;c also in air
Psycho Reflector - ;dn ;db ;bk+ ;b
Psycho Teleport - ;dn ;df ;fd+ ;b/ ;d
Psycho Teleport Fake - ;dn ;db ;bk+ ;d
Phoenix Arrow - ;dn ;db ;bk+ ;b/ ;d in air
Desperation Moves:
Shining Crystal Bit - ;fd ;df ;dn ;db ;bk x2+ ;a/ ;c also in air ( ;a ;b ;c ;d to cancel)
Crystal Shoot - ;dn ;db ;bk+ ;a/ ;c hold to delay
Phoenix Fang Arrow - ;dn ;df ;fd ;dn ;df ;fd+ ;b/ ;d in air
Super Desperation Moves
Shining Crystal Bit - ;fd ;df ;dn ;db ;bk x2+ ;a+ ;c also in air ( ;a ;b ;c ;d to cancel)
┗Crystal Shoot - ;dn ;db ;bk+ ;a/ ;c hold to delay
Psychic 9 - ;fd ;df ;dn ;db ;bk ;fd+ ;a + ;c, ;a, ;b, ;c, ;a, ;b, ;c, ;d
┗Fire Sword Finish - ;dn ;db ;bk+ ;b/ ;d
┗Psycho Sword Finish - ;fd ;dn ;df+ ;a/ ;c
┗Sailor Finish - ;dn ;df ;fd+ ;a/ ;c
HDSM:
Psycho Medley - ;dn ;df ;fd+ ;a+ ;b+ ;c+ ;d, ;d, ;c, ;b, ;d, ;c, ;b, ;a
┗Momoiro Katame - ;dn ;df ;fd+ ;b ;c
┗Healing Athena - ;dn ;df ;fd+ ;a ;b
Training Mode Video
http://www.nicovideo.jp/watch/sm7102888 (http://www.nicovideo.jp/watch/sm7102888)
>copy and paste here, http://mmcafe.com/nico.html (http://mmcafe.com/nico.html)
Combos
Nerfs, buffs, strats?
What exactly was changed for her from 2k2 to UM?
idk much about Athena.
0 stock
- s.D, far s.C
- IO j.A, qcb+B
- j.D, s.C, f+B, dp+A
- j.D, s.C, dp+A
- c.B, f+B [2 hit], dp+A (doesn't work on everyone)
- xxx, f+B, qcb+K (corner only)
1 stock
- IO j.A, qcfx2+D DM
- xxx, f+B, hcbx2+P DM
2 stock
- xxx, f+B, qcb+D SC to hcbx2+P DM (corner only)
- xxx, dp+C [6 hit] SC to hcbx2+P DM
3 stock
- s.D, BC run, s.D, far s.C, hcb,f+AC SDM
- c.B, c.A, BC, c.C, hcb,f+AC SDM or qcf+ABCD HSDM
Misc:
- j.A is instant overhead on all but the smallest crouchers, j.B on all.
- j.B and j.C are crossups.
- hcbx2+P (S)DM have invincible startup. I don't think the aerial versions are however.
- close s.A gives frame advantage on block
- s.D gives massive frame advantage, enough to link far s.C
- f+B is +0 on block, and so is qcb+B in situations where the last hit connects (e.g. the corner or crossup). hcb+B is +0 on block although setting it meaty does not improve this.
- hcf+P and hcb+B create a free juggle state on hit. You can combo multiple hcf+P in certain situations.
- dp+P finisher to the SDM gives the most raw damage, but the qcf+P finisher causes wallbounce, which allows you to set up resets without sacrificing too much damage (e.g. qcf+P finisher in s.CD xx whatever only does slightly less than the dp+P finish). You can also connect a hcbx2+P (S)DM for extra damage at the cost of more stocks. I don't know what the point of the qcb+K finisher is?
Changes:
"-Athena-
Psycho Shoot returns from KOF '00
New move: Psychic Teleport Fake. Sends an afterimage forward, but the real Athena stays in place.
A version Psycho Ball recovery increased.
MAX2 Psycho Medley (Healing Athena) heals less now."
Thanks to PureYeti. I also believe recovery on the teleport is increased slightly. Also airthrow only works with C now, not C/D.
btw in the movelist the finishers for the HSDM should be qcf not dp.
Thanks
Quote from: Remxi on September 27, 2010, 09:29:19 AMbtw in the movelist the finishers for the HSDM should be qcf not dp.
It's fixed now, the timing on s.D, far s.C is kinda awkward anyway here's more combos for max mode
- (Corner) st. D, (BC run) st.C, f+B, qcb+D, hcf+A, dp+C, hcbx2+AC
- j. D, st. C, (BC run) st. D, f+B , qcb+D (2), dp+C (1), qcb+D (4), hcf+A , j. dp+C (6), hcbx2+AC (ABCD)
No more command throw into free dp+C right??? Other than it being able to launch, what makes psycho shoot better than psycho ball???
It's worse startup and recovery, the only benefit is the juggle.
Noob question, I had never read or heard about the term IO
What does it means?
Instant overhead.
Seems you can't do a simple cl. ;c , ;fd ;b , ;dn ;db ;bk ;b anymore except in the corner... I remember she could do that combo midscreen in other KOFs (not sure which one in particular)... Any good Athena players here know what her true strength lies in other than psycho ball (assuming its still a good move)???
Is Phoenix Fang Arrow still safe on block?
http://www.youtube.com/watch?v=poxOFacxG5U&feature=mfu_in_order&list=UL
Athena Master Class Tutorial
Quote from: Zabel on January 08, 2011, 03:50:00 AMIs Phoenix Fang Arrow still safe on block?
Phoenix Arrow has crappier recovery now, I'll still reverse tiger knee weak phoenix to hell and back though.